D&D General 6E But A + Thread


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I would also want rules that explain where the super powers come from.
No,. i know you've already been given this answer in several threads a dozen times over, we're not derailing another just to satisfy micah sweet's worldbuilding grouses yet again for a game you by your own admittance have little to no interest in playing yourself.

it's a fantasy word, people can do fantastical things, please stop bringing it up and let us actually have the conversation we're trying to have.
 

Without throwing it.
Not gonna happen.

You want to kill someone 20 feet across the room with a sword? Then either you gotta have a 20-foot long sword (and good luck getting that down the twisty hallway!); or have a sword that shoots lightning or death rays now and then; or a sword you can throw.

GobHag's ideas are fine for optional mythic-level play but not for the core game.
 


They do? Where are they? Why do they get no representation?

Because as far as I can tell, no such thing has been represented in D&D--not even 4e--outside of the 3.5e Book of Nine Swords content. That's the one and only place such things have ever been presented. What have I missed?
That you have to train to level up in 1e fairly strongly implies the existence of places where such can be done - martial arts or mercenary training schools, thieves' guilds, mages' guilds or labs, temples, etc.

It's explicitly called out for the Monk - they have monasteries where they get their training - and Bard, for what that's worth.
 

No,. i know you've already been given this answer in several threads a dozen times over, we're not derailing another just to satisfy micah sweet's worldbuilding grouses yet again for a game you by your own admittance have little to no interest in playing yourself.

it's a fantasy word, people can do fantastical things, please stop bringing it up and let us actually have the conversation we're trying to have.
Thing is, if you can't explain how a fantastical thing works in the fantasy you're hung out to dry if-when someone wants to replicate it, or find a way to prevent it, or find an in-fiction explanation for it.

Mid-to-high-level PC: "I've been hit by one too many Dragon breaths over the years. During downtime I want to figure out the physiology of how they do it so I can work out a way of proactively stopping them from using that ability before they start."
DM: (with no rules or guidance to back her up) "Uuhhhhhhh....... 🤷 "
 

GobHag's ideas are fine for optional mythic-level play but not for the core game.
conclusion:

we don't want 6E

we want half a dozen variants ranging from shadowdark-esque simplicity and low power thru to epic superhero stuff

the simplest half of the range need to make an effort to make dming fun, the “forever dm” is a bad thing.
 

I'd combine some of those to get three completely separate (yet vaguely compatible) games:

1. The primary game (0-10) - it could go open-ended after 10 for those as don't want to go Legendary, but this would be the core game; the other two would be completely optional
2. Legendary levels (11-20 or 11-25) - for those who want to bounce around planes, fight deities, etc. without all that low-level fussing
3. Mythic levels (everything higher) - this would be D&D as a full-on supers game for those who want to be deities.
Personally, if make 0th level play its own box.

The 5e sweet spot is a sweet spot for a reason.
D&D fans like their PCs competent but easy to run.

Novice: Levels -2 to 0. Simple incompetent PCs.
Heroic: Levels 1-10 Simple competent PCs.
Paragon: Level 11-20 Advanced master PCs
Epic: Level 20-30 Complex grandmaster PCs with reality and narrative warping skill
 



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